using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using WindowsGame1.GameComponents;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        EntityManager em = new EntityManager();
        DisplayManager dm = new DisplayManager();
        InputManager im = new InputManager();
        
        RandomRoomGenerator rrg = new RandomRoomGenerator();
        DungeonFloor df = new DungeonFloor();

        SpriteFont debug;
        int debug_x;
        int debug_y;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.IsFullScreen = false;
            graphics.PreferredBackBufferHeight = 768;
            graphics.PreferredBackBufferWidth = 1024;
            Content.RootDirectory = "Content";

            em = new EntityManager();
            dm = new DisplayManager();
            im = new InputManager();

            rrg = new RandomRoomGenerator();
            df = new DungeonFloor();


            df.GenerateRandomFloor(0);
            debug_x = df.start_room.X;
            debug_y = df.start_room.Y;
            df.floor[df.start_room.X, df.start_room.Y].LoadInto(em);
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            em.LoadTutorialRoom();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            debug = Content.Load<SpriteFont>("Courier");
            em.LoadContent(Content);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            Travelling();
            em.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            
            em.Draw(gameTime, spriteBatch);
            spriteBatch.DrawString(debug, em.currentRoom.north + " " + em.currentRoom.south + " " + em.currentRoom.east + " " + em.currentRoom.west + " ", new Vector2(10, 10), Color.SteelBlue);

            spriteBatch.End();

            base.Draw(gameTime);
        }
         
        private void Travelling()
        {
            if (em.currentRoom.north && em.debugPlayerTravelled(1))
            {
                debug_y--;
                df.floor[debug_x, debug_y].LoadInto(em);
                em.ReplacePlayer(2);
            }

            if (em.currentRoom.south && em.debugPlayerTravelled(2))
            {
                debug_y++;
                df.floor[debug_x, debug_y].LoadInto(em);
                em.ReplacePlayer(1);
            }

            if (em.currentRoom.east && em.debugPlayerTravelled(3))
            {
                debug_x++;
                df.floor[debug_x, debug_y].LoadInto(em);
                em.ReplacePlayer(4);
            }

            if (em.currentRoom.west && em.debugPlayerTravelled(4))
            {
                debug_x--;
                df.floor[debug_x, debug_y].LoadInto(em);
                em.ReplacePlayer(3);
            }
        }
    }
}
